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Python pyrr.Matrix44類代碼示例

本文整理匯總了Python中pyrr.Matrix44的典型用法代碼示例。如果您正苦於以下問題:Python Matrix44類的具體用法?Python Matrix44怎麽用?Python Matrix44使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


在下文中一共展示了Matrix44類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: test_oo_examples

    def test_oo_examples(self):
        from pyrr import Quaternion, Matrix44, Vector3
        import numpy as np

        point = Vector3([1.,2.,3.])
        orientation = Quaternion()
        translation = Vector3()
        scale = Vector3([1.,1.,1.])

        # translate along X by 1
        translation += [1.0, 0.0, 0.0]

        # rotate about Y by pi/2
        rotation = Quaternion.from_y_rotation(np.pi / 2.0)
        orientation = rotation * orientation

        # create a matrix
        # start our matrix off using the scale
        matrix = Matrix44.from_scale(scale)

        # apply our orientation
        # we can multiply matricies and quaternions directly!
        matrix = matrix * orientation

        # apply our translation
        translation = Matrix44.from_translation(translation)
        matrix = matrix * translation

        # transform our point by the matrix
        # vectors are transformable by matrices and quaternions directly
        point = matrix * point
開發者ID:RazerM,項目名稱:Pyrr,代碼行數:31,代碼來源:test_examples.py

示例2: render

    def render(self, time: float, frame_time: float):
        self.ctx.clear(1.0, 1.0, 1.0)
        self.ctx.enable(moderngl.DEPTH_TEST)

        proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            (47.697, -8.147, 24.498),
            (0.0, 0.0, 8.0),
            (0.0, 0.0, 1.0),
        )

        rotate = Matrix44.from_z_rotation(np.sin(time) * 0.5 + 0.2)

        self.use_texture.value = False

        self.light.value = (67.69, -8.14, 52.49)
        self.mvp.write((proj * lookat * rotate).astype('f4').tobytes())

        self.color.value = (0.67, 0.49, 0.29)
        self.objects['ground'].render()

        self.color.value = (0.46, 0.67, 0.29)
        self.objects['grass'].render()

        self.color.value = (1.0, 1.0, 1.0)
        self.objects['billboard'].render()

        self.color.value = (0.2, 0.2, 0.2)
        self.objects['billboard-holder'].render()

        self.use_texture.value = True
        self.texture.use()

        self.objects['billboard-image'].render()
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:34,代碼來源:04_colors_and_texture.py

示例3: update

def update(dt):
    ctx.viewport = (0, 0, wnd.width, wnd.height)
    ctx.clear(0.9, 0.9, 0.9)
    ctx.enable(ModernGL.DEPTH_TEST)

    proj = Matrix44.perspective_projection(45.0, wnd.width / wnd.height, 0.1, 1000.0)
    lookat = Matrix44.look_at(
        (40.0, 30.0, 20.0),
        (0.0, 0.0, 0.0),
        (0.0, 0.0, 1.0),
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:10,代碼來源:perspective_projection.py

示例4: draw

    def draw(self, *args):
        width, height = Window.size
        self.ctx.viewport = (0, 0, width, height)
        self.ctx.clear(0.9, 0.9, 0.9)
        self.ctx.enable(ModernGL.DEPTH_TEST)

        proj = Matrix44.perspective_projection(45.0, width / height, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            (40.0, 30.0, 20.0),
            (0.0, 0.0, 0.0),
            (0.0, 0.0, 1.0),
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:11,代碼來源:perspective_projection.py

示例5: render

    def render(self):
        self.ctx.screen.viewport = self.wnd.viewport
        self.ctx.clear(1.0, 1.0, 1.0)
        with self.ctx.scope(mgl.DEPTH_TEST):
            proj = Matrix44.perspective_projection(45.0, self.wnd.ratio, 0.1, 1000.0)
            lookat = Matrix44.look_at(
                (40.0, 30.0, 30.0),
                (0.0, 0.0, 0.0),
                (0.0, 0.0, 1.0),
            )

            self.prog['Mvp'] = (proj * lookat).astype('f4').tobytes()
            self.vao.render(mgl.LINES)
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:13,代碼來源:simple_grid.py

示例6: render

    def render(self, time, frame_time):
        self.ctx.clear(1.0, 1.0, 1.0)
        self.ctx.enable(moderngl.DEPTH_TEST)

        proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            (40.0, 30.0, 30.0),
            (0.0, 0.0, 0.0),
            (0.0, 0.0, 1.0),
        )

        self.mvp.write((proj * lookat).astype('f4').tobytes())
        self.vao.render(moderngl.LINES)
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:13,代碼來源:simple_grid.py

示例7: render

    def render(self, time, frame_time):
        angle = time * 0.2
        self.ctx.clear(1.0, 1.0, 1.0)
        self.ctx.enable(moderngl.DEPTH_TEST)

        proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            (np.cos(angle), np.sin(angle), 0.8),
            (0.0, 0.0, 0.1),
            (0.0, 0.0, 1.0),
        )

        self.mvp.write((proj * lookat).astype('f4').tobytes())
        self.vao.render(moderngl.TRIANGLE_STRIP)
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:14,代碼來源:multi_texture_terrain.py

示例8: render

    def render(self, time: float, frame_time: float):
        camera_pos = (np.cos(time) * 300.0, np.sin(time) * 300.0, 120.0)
        proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            camera_pos,
            (0.0, 0.0, 50.0),
            (0.0, 0.0, 1.0),
        )

        with self.scope:
            self.prog['Mvp'] = (proj * lookat).astype('f4').tobytes()
            self.prog['Eye'] = camera_pos
            self.ctx.clear(1.0, 1.0, 1.0)
            self.vao.render()
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:14,代碼來源:texture_cube.py

示例9: mouseMoveEvent

 def mouseMoveEvent(self, event):
     pos = event.pos()
     # compute point on sphere under pointer
     (w, h) = self.viewport
     t = (2*self.old_pos.x() - w) / float(w)
     u = -(2*self.old_pos.y() - h) / float(h)
     # compute inverse of view transform ignoring rotation
     m = Matrix44.from_translation(Vector3([0, 0, -self.zoom])) * self.projTransform
     m = matrix44.inverse(m)
     rayOri = m * Vector3([t, u, -1])
     rayEnd = m * Vector3([t, u, 1])
     rayDir = rayEnd - rayOri
     self.picked = intersectRayUnitSphere(rayOri, rayDir)
     # rotate on left-drag
     if event.buttons() & QtCore.Qt.LeftButton > 0:
         # the rotation vector is the displacement vector rotated by 90 degrees
         dx = pos.x() - self.old_pos.x()
         dy = pos.y() - self.old_pos.y()
         if dx == 0 and dy == 0:
             return
         v = Vector3([dy, dx, 0])
         # update the current orientation
         self.layers.multiplyOrientation(Quaternion.from_axis_rotation(
             -v.normalised,
             -v.length * 0.002,
         ))
     elif event.buttons() & QtCore.Qt.RightButton > 0:
         dz = pos.y() - self.old_pos.y()
         self.zoom = max(0, self.zoom + dz / 100.0)
     self.old_pos = pos
     self.update()
開發者ID:mkovacs,項目名稱:sphaira,代碼行數:31,代碼來源:view.py

示例10: resizeGL

 def resizeGL(self, w, h):
     glViewport(0, 0, w, h)
     self.viewport = (w, h)
     self.projTransform = Matrix44.perspective_projection(
         50, float(w) / h,
         0.01, 100.0,
     )
開發者ID:mkovacs,項目名稱:sphaira,代碼行數:7,代碼來源:view.py

示例11: render

    def render(self, time, frame_time):
        angle = time
        self.ctx.clear(1.0, 1.0, 1.0)

        camera_pos = (np.cos(angle) * 5.0, np.sin(angle) * 5.0, 2.0)

        proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            camera_pos,
            (0.0, 0.0, 0.0),
            (0.0, 0.0, 1.0),
        )

        self.prog['Mvp'] = (proj * lookat).astype('f4').tobytes()
        self.prog['Light'] = camera_pos
        self.vao.render()
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:16,代碼來源:texture_3d_visual_test.py

示例12: render

    def render(self):
        angle = self.wnd.time
        self.ctx.screen.viewport = self.wnd.viewport

        camera_pos = (np.cos(angle) * 5.0, np.sin(angle) * 5.0, 2.0)

        proj = Matrix44.perspective_projection(45.0, self.wnd.ratio, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            camera_pos,
            (0.0, 0.0, 0.5),
            (0.0, 0.0, 1.0),
        )

        self.prog['Mvp'] = (proj * lookat).astype('f4').tobytes()
        self.prog['Light'] = camera_pos

        self.ctx.replay(self.bytecode)
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:17,代碼來源:crate_render_batch.py

示例13: render

    def render(self, time, frame_time):
        self.ctx.clear(1.0, 1.0, 1.0)
        self.ctx.enable(moderngl.DEPTH_TEST)

        proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            (-85, -180, 140),
            (0.0, 0.0, 65.0),
            (0.0, 0.0, 1.0),
        )

        self.light.value = (-140.0, -300.0, 350.0)
        self.color.value = (1.0, 1.0, 1.0, 0.25)
        self.mvp.write((proj * lookat).astype('f4').tobytes())

        self.texture.use()
        self.vao.render()
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:17,代碼來源:loading_obj_files.py

示例14: render

    def render(self, time, frame_time):
        self.ctx.clear(1.0, 1.0, 1.0)
        # self.ctx.enable(mgl.DEPTH_TEST)
        proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
        lookat = Matrix44.look_at(
            (47.697, -8.147, 24.498),
            (0.0, 0.0, 8.0),
            (0.0, 0.0, 1.0),
        )

        rotate = Matrix44.from_z_rotation(np.sin(time) * 0.5 + 0.2)

        w, h = self.texture.size
        gw, gh = 16, 16
        nx, ny, nz = int(w/gw), int(h/gh), 1

        print('=' * 50)

        self.compute['time'] = time
        GL_WRITE_ONLY = 0x88B9
        GL_R32F = 0x822E
        self.texture.bind_to_image(0,GL_WRITE_ONLY, GL_R32F)
        self.compute.run(nx, ny, nz)
        print('-' * 50)

        with self.scope:
            self.prog['UseTexture'] = False

            self.prog['Light'] = (67.69, -8.14, 52.49)
            self.prog['Mvp'] = (proj * lookat * rotate).astype('f4').tobytes()

            self.prog['Color'] = (0.67, 0.49, 0.29)
            self.objects['ground'].render()

            self.prog['Color'] = (0.46, 0.67, 0.29)
            self.objects['grass'].render()

            self.prog['Color'] = (1.0, 1.0, 1.0)
            self.objects['billboard'].render()

            self.prog['Color'] = (0.2, 0.2, 0.2)
            self.objects['billboard-holder'].render()

            self.prog['UseTexture'] = True

            self.objects['billboard-image'].render()
開發者ID:cprogrammer1994,項目名稱:ModernGL,代碼行數:46,代碼來源:render_texture_compute_shader.py

示例15: init

def init(wid, hig):
    """Initialises the display."""
    global modelmtx, chaem
    GL.glClearColor(0.0, 0.2, 0.15, 0.0)
    GL.glClearDepth(1.0)
    GL.glDepthFunc(GL.GL_LESS)
    GL.glEnable(GL.GL_DEPTH_TEST)
    GL.glShadeModel(GL.GL_SMOOTH)
    shades()
    rematr(wid, hig)
    modelmtx = matrix.from_scale([2, 2, 2]) * matrix.from_translation([0, 0, -.5])
    chaem = Raimv((), deltam)
    chaem.rotspe = 2*pi
    GL.glUniformMatrix4fv(GL.glGetUniformLocation(shaderp, 'viewmatrix'), 1, False, chaem.lookat())
    GL.glUniformMatrix4fv(GL.glGetUniformLocation(shaderp, 'modelmatrix'), 1, False, modelmtx)
開發者ID:bzalakos,項目名稱:inscma,代碼行數:15,代碼來源:win.py


注:本文中的pyrr.Matrix44類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。